I have 3 different buttons, one for each action. I want to be able to jump and walk at the same time, but there's a little problem. jumpButton doesn't work while I'm pressing leftButton or rightButton ...

I have an InputController which currently handles all user input, so it looks at button states and updates entity intentions according to some simple rules.
I'm looking to add a new state to the game ...

I'm trying to use the method Gdx.input.isKeyJustPressed() to check if the Android BACK button was just pressed. I don't want to use the Gdx.input.isKeyPressed method to avoid multiple calls. Here is ...

The title says it all, but let me build more into the question:
I suppose everyone by now knows the Fix Your Timestep article, and its proposal to free your physics engine steps from your rendering ...

I am a beginner in anything with game development. I written a small prototype in which i can move a square around with the arrow keys. For that i use SFML.
At the moment i experiment around with my ...

By default, Unity's keyboard navigation for buttons seems to check for GetButton rather than GetButtonDown--if a menu has 5 items and I hold the down arrow, it'll scroll very quickly to the bottom.
...

When a selected key is pressed in Unity, the Input Manager's Input.GetAxis("Horizontal") function returns a gradually increasing number up to 1 (or negatively -1) for the length it is held down. The ...

My question is basically in my DirectX11 pixel shader, why am I getting a range of values from -256.0 to 256.0 in the SV_POSITION input instead of the supposed values from 0.0 to ViewportWidth and 0.0 ...

I need some conditions for submitting the text inside of an Inputfield, however I cannot find a way to do this via code. I was expecting something simple like with WPF or WinForms, but I cannot find ...

In Unity, I am trying to change which GameObject is receiving drag messages from my EventSystem's StandaloneTouchInputModule.
E.g., while I'm dragging one object, a script reassigns who is receiving ...

In my libGDX game I have finally managed to get the sprite to move the way I want him to but for some reason my desired outcome only works the first time I run the code. If I try to run it again, he ...

I'm making a simple 2D game for android using LibGDX. My game needs to have many buttons in it that fire off a method when pressed, and I was wondering what the best way to do this would be.
I tried ...

For a game I am making I would like the user to be able to change the controls (in game NOT through the clunky launch window (wich i disabled)) I have the system working but don't know how to change ...

I'm currently wondering if there's really a reasonable use that would justify making the effort of implementing secondary key bindings?
If you don't know what they are: They allow multiple controls ...

I'm currently programming a simple run and jump game in java. I'm in the process of implementing sound and I'd like to use Jmonkey's sound because I'd like to eventually switch the whole game over to ...

I've just switched over to MonoGame from XNA. Since MonoGame is supposed to have the same API (implying that any copied code should work as usual), I've run into a strange issue- input doesn't seem to ...

Summary: I've been trying to figure out a way to use simple box colliders as a nice and efficient "first pass" collider. For the "second pass", I want to check that the area clicked has an alpha value ...

hi i'm new in web games development and trying to build card game using the Quintus game engine i have object called card i can touch and drag it in the screen but i want just to touch and drag it one ...

In a concept I'm working on, the player can move from one position in a grid to the next. Once movement starts it can't be changed and takes a predetermined amount of time to finish (about a quarter ...